MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=4.100
fWaveScale=1.508
fWaveSmoothing=0.000
fWaveParam=0.340
fModWaveAlphaStart=1.130
fModWaveAlphaEnd=1.360
fWarpAnimSpeed=1.000
fWarpScale=1.772
fZoomExponent=5.00873
fShader=0.000
zoom=1.01100
rot=0.00300
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00000
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=0.000
wave_b=0.000
wave_x=0.500
wave_y=0.500
ob_size=0.005
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.000
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.850
mv_r=0.500
mv_g=0.500
mv_b=0.500
mv_a=0.000
b1n=0.000
b2n=0.000
b3n=0.000
b1x=1.000
b2x=1.000
b3x=1.000
b1ed=0.250
wavecode_0_enabled=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=1
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=0.50330
wavecode_0_smoothing=0.50000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=1.000
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=0
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.50000
wavecode_1_r=1.000
wavecode_1_g=1.000
wavecode_1_b=1.000
wavecode_1_a=1.000
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=0
wavecode_2_scaling=1.00000
wavecode_2_smoothing=0.50000
wavecode_2_r=1.000
wavecode_2_g=1.000
wavecode_2_b=1.000
wavecode_2_a=1.000
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=0
wavecode_3_bAdditive=0
wavecode_3_scaling=1.00000
wavecode_3_smoothing=0.50000
wavecode_3_r=1.000
wavecode_3_g=1.000
wavecode_3_b=1.000
wavecode_3_a=1.000
shapecode_0_enabled=0
shapecode_0_sides=100
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.900
shapecode_0_rad=0.15493
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=0.77977
shapecode_0_r=1.000
shapecode_0_g=1.000
shapecode_0_b=1.000
shapecode_0_a=1.000
shapecode_0_r2=1.000
shapecode_0_g2=1.000
shapecode_0_b2=1.000
shapecode_0_a2=1.000
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=1.000
shapecode_0_border_a=0.000
shapecode_1_enabled=0
shapecode_1_sides=5
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_num_inst=1
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=0.98600
shapecode_1_ang=0.00000
shapecode_1_tex_ang=3.14159
shapecode_1_tex_zoom=0.99979
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=1.000
shapecode_1_r2=1.000
shapecode_1_g2=1.000
shapecode_1_b2=1.000
shapecode_1_a2=1.000
shapecode_1_border_r=1.000
shapecode_1_border_g=1.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.000
shape_1_per_frame1=ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);
shapecode_2_enabled=0
shapecode_2_sides=100
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.900
shapecode_2_y=0.500
shapecode_2_rad=0.10000
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=1.000
shapecode_2_g2=1.000
shapecode_2_b2=1.000
shapecode_2_a2=1.000
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.100
shape_2_per_frame1=x = sin(time) * .4 + .5;
shape_2_per_frame2=
shape_2_per_frame3=
shape_2_per_frame4=pow( (bass*.15),2);
shapecode_3_enabled=1
shapecode_3_sides=36
shapecode_3_additive=1
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_num_inst=1
shapecode_3_x=0.500
shapecode_3_y=0.500
shapecode_3_rad=1.38306
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=0.000
shapecode_3_g=0.030
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
shapecode_3_b2=0.000
shapecode_3_a2=0.000
shapecode_3_border_r=1.000
shapecode_3_border_g=1.000
shapecode_3_border_b=1.000
shapecode_3_border_a=0.000
per_frame_1=t = time*12.3;
per_frame_2=rot = rot + 0.030*( 0.60*sin(0.38*time) + 0.40*sin(0.54*time) );
per_frame_3=dx = dx + 0.002*( 0.60*sin(0.434*time) + 0.40*sin(0.277*time) );
per_frame_4=dy = dy + 0.002*( 0.60*sin(0.384*time) + 0.40*sin(0.477*time) );
per_frame_5=//rot = 0;
per_frame_6=//wave_a = 0;
warp_1=`shader_body
warp_2=`{
warp_3=`    // sample previous frame
warp_4=`    ret = tex2D( sampler_main, uv ).xyz;
warp_5=`
warp_6=`    // take the difference between the crisp and blurred images,
warp_7=`    // then add it back into the image.  Creates spots and stripes over time.
warp_8=`    ret += (ret - GetBlur1(uv))*0.1 - 0.015;
warp_9=`//    ret *= 0.94;
warp_10=`
warp_11=`   // add noise:
warp_12=`   float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.1;// + rand_frame.xy;
warp_13=`   ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)*0.0;
warp_14=`
warp_15=`
warp_16=`    float2 zoom =1.81;
warp_17=`    float2 c = float2(0.448,0.701);
warp_18=`    float2 my_uv = (uv_orig+(uv-uv_orig)*.4-0.5)*zoom;
warp_19=`    my_uv = float2(my_uv.x*my_uv.x - my_uv.y*my_uv.y, 2*my_uv.x*my_uv.y) + c;
warp_20=`
warp_21=`   ret.z =tex2D(sampler_fc_main, my_uv).z + 0.004;
warp_22=`
warp_23=`float2 uv_x = 0.5 + (lerp(uv_orig,uv,-1)-0.5)*1.00;
warp_24=`ret.x = GetPixel(uv_x).x - 0.004;
warp_25=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    float2 d = texsize.zw*6;
comp_4=`    float3 dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) );
comp_5=`    float3 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) );
comp_6=`    float2 uv_y = uv-float2(dx.y,dy.y)*0.6;
comp_7=`    float2 uv_x = uv+float2(dx.x,dy.x)*0.2;
comp_8=`
comp_9=`ret = lerp(float3(0.4,0.5,1)*max(0,1-length((uv_y-0.5)*aspect.xy)*2 -0.2+GetPixel(uv).z*0.2)
comp_10=`           + GetPixel(uv).x,
comp_11=`           lerp(float3(2,2,1),float3(2,-1,-2),GetPixel(uv).z), GetBlur1(uv_x).y*0.35);
comp_12=`//ret =  GetPixel(uv);
comp_13=`}
comp_14=`
